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Total Miner => Creative Features => Topic started by: Craig on January 02, 2016, 01:16:28 AM

Title: System NPC behaviours
Post by: Craig on January 02, 2016, 01:16:28 AM
Amos (http://totalminerforums.net/index.php?action=profile;u=1048) think's it would be cool if each of the built in NPC types had behaviour unique to them, and I agree with him.

This topic is for everyone to discuss ideas on how they'd like to see each NPC behave and possibly some dialog too.

As part of the AI revamp, I'll do my best to mimic as many of the best idea's that I can into the default NPC behaviour.

Your ideas will also provide me with ideas on what new behaviour nodes we might need that I haven't yet added.

It will also be a good way to show case what is possible with the new AI system, and teach potential AI designers how the system can be used.

When you make a post, please clearly name the NPC you are providing behaviour ideas for. If you modify your behaviour, please modify your OP.


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Guard- can be stationary or wander within a certain distance from the Spawner.  Attacks hostile mobs with ranged attacks if it can't reach with melee.  If an attacker is close and the guard's health is high enough, they'll try swinging a shield to lessen incoming damage.  If health is low they can eat up to 3 pieces of food before fleeing towards other guards if possible.  If fighting multiple attackers Guards try to finish off weaker level opponents before taking on the target with the lowest health. 

(https://i.gyazo.com/aee88682e71400aa1aff216788f95b5a.png)

This works quite well:
Guard deactivates if no players are currently within 50 blocks of guard.
If the guards health < 60% he tries to equip his cooked beef he was given at spawn, and eat it.
If the guard is not under attack then he just wanders around within 10 blocks of the spawn block.
If the guard is under attack then
If the guards health is < 20% he tries to find another guard and if he does, he flees to that guard.
Otherwise if the weakest target (primary target) is further than 20 blocks from the spawn block, the guard breaks off the attack and returns to wandering around the spawn block.
Otherwise if the target is within sword range, the guard will equip his shield and sword and attack with melee, randomly swinging his shield if his health > 80%.
Otherwise the guard will equip his bow and arrows and range attack the target.

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Policeman
Equip: steel sword
Shop: None
Compainion: None
Combat: Neutral, Will only attack if provokes by attacking either him or a near by NPC.
Details: Policeman would be similar to guards/templors and other protective NPCs, However they would be at the lower end of the spective due to police being generaly alot weaker then trained soldiers.

Patrols within 20 blocks of the spawner
will only attack the player if they try to attack passive animals or npcs
While in combat they will attack the player untill 30% health at this point they will attempt to eat low healing food untill that runs out
then they will attempt to flee once they reach 15% health

(https://i.gyazo.com/0fbda2db1f627a96eb46c76047d0c99f.png)

The script node adds some bread (no donuts) and a wood sword to the policemans inventory and the equip node equips the sword when he spawns. I opted for the wood sword over the steel sword as it's more akin to a batten.
The first IsHealth node checks if the policeman's health is <= 30%, if it is, he checks if he has some food in his left hand and if he does, he swings his left hand to eat it.
If the policeman is attacked, he messages other policemen that he's being attacked and if his health is > 15% then he attacks his attacker, otherwise he flees.
Otherwise if he's not being attacked, he wanders randomly up to 25 blocks from his spawn point. While he wanders he keeps an ear open for messages from other policemen or passive mobs who are under attack and if he hears one he will consider himself under attack by the same attacker, and therefor attack it via the IsTargeted node.

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Entrepreneur could spawn with a little money that players could get by betting on who gets the highest random number, or killing him I suppose would work too.

(https://i.gyazo.com/4a6b75cdc0d310c352fd9f1f810e7f9c.png)

https://youtu.be/2FR5iQJRyoE

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Medic- Conversational dialog changes depending on your current hp, e.g.: "Good day!"/"Ouch! That looks painful, let's bandage that before it gets worse"/"Oh my word!  You require immediate medical attention!"

Responses e.g.:  "I'll survive"/"Yes, thank you. [pay x gold, where x = lost hp (just enough to be more expensive than eating food since there's no time/materials involved)]" and executes a healing script (maybe with a cooldown?)

(https://i.gyazo.com/4f4e6a9ac0bb2904817d61de39be9099.png)

https://youtu.be/Q_YYJC53zEE

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Title: Re: System NPC behaviours
Post by: Craig on January 02, 2016, 01:22:36 AM
I'll start of with a simplistic example suggested by amos (as an example), and a full list of all built in NPC types.

Lumberjack:

He wanders around gathering wood and food, maybe even build a small shack (or one of the system component shops) while trying to avoid mobs too tough to defeat.


Of course we'd like to see a range of simple behaviour to extremely complex behaviour across the NPC list.

NPC List:

Duck
AyrshireCow
Sheep
Spider
Dryad
Skeleton
Djinn
Goblin
Orc
TrollChief
TrollBoy
TrollGirl
Werewolf
HighlandCow
Alpaca
Fish
Boy
Girl
Girl2
Girl3
Girl4
Original
Angel
Carpenter
Caveman
Chef
Cowboy
Diablo
Explorer
Entrepreneur
GoldenKnight
Handyman
Hippie
Indian
InvaderMan
Jamaican
Knight
Lumberjack
Madman
Medic
Ninja
Pirate
Prisoner
Pupil
Refugee
Robotic
Sage
Soldier
Terminator
TreeHugger
Alien
Bomberman
ElfBoy
ElfGirl
Farmer
Guard
Hobo
Templar
Zombie
Dwarf1
Dwarf2
Dwarf3
Dwarf4
Dwarf5
Dwarf6
Princess
King
Astronaut
Sailor
Fisherman
Policeman
DemiGod
DemiGoddess
HermesWraith
Testerman
Zeus
Title: Re: System NPC behaviours
Post by: The Gold Knight on January 02, 2016, 02:00:12 AM
Ideas for NPC behaviors, eh? Alright, I'll throw one out there.

NPC: Any, as it's more of a general behavior, but if one is to be specified, I see The Golden Knight or Refugee as working.

Behavior: A companion styled character like from Fallout where you can adjust their behaviors like follow distance, weapon preference, and even change their gear. They would follow you, and act as a bodyguard of sorts, and can be dismissed at any time when talking to them.
Title: Re: System NPC behaviours
Post by: Gary on January 02, 2016, 02:28:29 AM
I'm not sure if this is all possible, but here are my ideas. I built these assuming the gamemode is either survival or DD, and not necessarily creative.



Djinn:


Wanders around a tree. Becomes aggressive towards any other non-Djinn mobs that get close to it.

Goblin:

Seeks out chests and takes loot that then becomes attached to the Goblin's inventory. If there are no more chests, the goblin will retreat to where it came from.

Carpenter:


Will build a small wooden shack equipped with a crafting table, if given the necessary wood.

Chef:

Will install a kitchen if a shack is built with a carpenter in it (also requires some amount of stone and glass). Will cook food if given the necessary raw meat.

Cowboy:


Will seek out animals to hunt, and kill them on site. Gives leather when receiving gold.

Entrepreneur:


Will build an economized (or not economized) shop if a shack with a carpenter is available (also requires gold bars). Will trade rares + gold for other rares.

Handyman:

Will install a second floor on a shack if one is built with a carpenter in it.

Indian:

Will build campfires and protect animals from other mobs.

Knight:

Will patrol any castles if one is built with a King in it. Hunts trolls, goblins, diablos, and madmen.

Lumberjack:


Will collect wood if given the necessary tools.

Medic:

Will heal for gold.

Pirate:

Will build a boat, on water, if given the necessary wood and cloth. If a boat is built, will offer to collect and bring other NPCs for different costs.

TreeHugger:


Will seek out Djinns, for they prevent TreeHuggers around the world for hugging trees.

Farmer:

Will build a farm and tend it, if a shack with a carpenter is available, and if given the necessary dirt and tools.

Guard:

Hunts trolls, goblins, diablos, and madmen, but prefers to stay close to other NPCs.

Templar:


Hunts trolls, goblins, diablos, and madmen. Searches for Angels, and if one is found then the Templar will build a church.

King:


Will build a castle if given the necessary stone, glass, gold, wood, and if one princess and one guard and one templar are present.




Might touch up on this later and refine my ideas.
Title: Re: System NPC behaviours
Post by: Tom on January 02, 2016, 06:16:40 AM
TrollChief
Equipped with:
- Troll hide body
- Troll hide boots
- Troll hide guantlets
- Troll hide helmet
- Troll hide leggings
- Troll bow
- 2 Steel battle axes (Normally only one equipped.
- Steel shield

- TrollChief Deactivates If no player is within 20 blocks.
- It will summon 2 minions (plays mobs sound - war horn) when there is a player or mob is in the range of X when 12 < X < 20.
- TrollChief will equip a shield and battle to attack if the player is less than or equal to 12 blocks away.
-When the TrollChiefs health is less than 50% it will dual wield battle axes.
-When the TrollChiefs health is less than 30% and is random 1/20 (Plays mob sound - war horn) Spawns TrollChief.
-When the TrollChiefs health is less than 20% it will equip cooked beef and attempt to heal it self.

Pupil
Equipped with:
- A book

- Pupil will ask the player to help with there studies. If the player agrees they will ask a random question (Is random to choose a question) if the player answers correctly from a range of answers then the player will receive a random prize (food,coin or basic weapons( again using is random).
-Once the player has answered correctly they will recieve a prize and a history in order to stop the player farming the questions for rewards.
-The pupil will stop talking to the player once they have answered correctly.
-If the player answers incorrectly they will be given another chance.
-If the pupil is killed then they drop there book.
Title: Re: System NPC behaviours
Post by: Houndeye on January 02, 2016, 06:37:07 AM
The duck:
During Fall, ducks can be seen flying in a V-Formations across the map towards the south. If any duck is hit, that duck will drop to the back, and a new duck will take it's place. In the winter, they cannot be seen at all in the map. When spring arrives, the same happens, except the ducks can be seen flying in from the south, and scattering all over the map. During spring, ducks mostly wander about near water, and occasionally swim in it. During the summer, ducks swim around more often, as temperatures rise.

Title: Re: System NPC behaviours
Post by: Jaz on January 02, 2016, 07:22:40 AM
Hermes Wraith:
Hovers above the bedrock tower in hell and will attack you with fireballs, fire arrows, occasional ice arrows and spawn goblin minions. Our first boss.

Entrepreneur:
Walks around casually, if he finds an area where their is both a chest and a door (To show that it is probably a home) then he will set up a small shop selling overpriced items. Very useful for legendary maps, as long as the shop isn't cheap nor have high sell prices. The shop wouldn't include every item.

Angel:
1 in 10 chance that he/she will spawn in a cloud and fly around, drops pieces of diamantium armour.

Idian:
Can sometimes be seen roaming around areas with trees, will attack you and is friendly with the dryad.


Original:
Can only be seen if you are also playing as original, replaces Hermes Wraith boss.
Title: Re: System NPC behaviours
Post by: AlienizdPixel on January 02, 2016, 08:23:08 AM
Duck: Has a preference to stay near water, and at most will travel 10~ blocks away from a source. They will attack when attacked, but if any are around, they will join the fight. It's text would be quack.

Question, could we give the NPC's there own skills (Health, Attack, etc)?
Title: Re: System NPC behaviours
Post by: Dryym on January 02, 2016, 08:37:49 AM
I'm not sure if this is all possible, but here are my ideas. I built these assuming the gamemode is either survival or DD, and not necessarily creative.



Djinn:

Wanders around a tree. Becomes aggressive towards any other non-Djinn mobs that get close to it.

You mean the Dryad. The Djinn are more or less Arabic demons. Dryads are tree sprites.

To add on to this, I believe Dryads should be neutral to players until they see a player either A cut down a tree, Or B attack another dryad.


Alright, Here we go.

Diablo: Wears Titanium Leggings, Gauntlets, And boots. (To reflect the avatar.) Spawns randomly with either their fists, A titanium sword, Or a Titanium Warhammer.

Diablos are smart and have the ability to pathfind around obstacles and traps.

When fought alone: A Diablo will strafe you whilst attacking you, When it's health gets below 25% it will attempt to retreat and regenerate. Diablos will receive an accelerated regeneration bonus when in lava.

When fought with other Diablos: When fighting multiple Diablos, They try to surround you to the best degree possible. Acting basically the same as solo combat other wise.

When fought with other mobs: When the Diablo sees another mob whilst in combat with you, It will call them into a formation dependant on the mob (See When rallied by Diablo.) and retreat to the back of the formation until all other mobs are killed.

The idea is that Diablos should be a sort of terrifying field general that makes mobs unite in formation to murder the player.


Orc: Spawns with iron armour, A steel shield, And a steel spear.

Orcs are rather stupid, They have a basic idea of how to avoid things that would get them killed. But in the heat of combat they may accidentally fall to their demise.

When fought alone: Orcs will play a more defensive role, Holding up their shield and waiting for you to move in close to attack.

When rallied by a Diablo: Orcs rallied by a Diablo will assume a phalanx formation. They synchronize their attacks so that large chunks of damage are done. When one of the front lines is killed, The orc behind it moves forward.

Orcs make good fodder, They are not weak, But they aren't strong. A good front line soldier that won't die immediately.

Feel free to make more militarized formation mobs, Ideally Diablos could rally up most mobs. I just can't think of many that would be a threat.


Spider: I'm assuming our spiders are like jumping spiders. Regardless, They need to be majorly buffed if this behaviour is to be added.

Spiders would run a check on their target to see if they could reasonably kill them. If so, They are labeled as prey, If not they are labeled as a predator.

A spider will attempt to stay behind it's prey, Slowly walking behind it until it gets within about 14 blocks away, At which point it will jump at them doing a large amount of damage if it hits.

If the spider can not kill the player within a few hits, It jumps about 25 blocks away (This is lower than realistic distance for a spider like that.) and continues to stalk them for another jumping attack.

This goes on until something dies.

If a spider labels something as a predator, It will flee if it gets closer.

Spiders would hunt and attack anything within a reasonable level of it.


Hermes Wraith: To me, The Wraith feels like it would be a great necromancer, It would attack you by launching fireballs from it's staff at long range, And hit you with it's sword at close range.

But the main danger of the wraith is that it summons zombies and skeletons which will not die until the wraith is killed.

Every 30 seconds the wraith will revive all dead minions back to 50% HP.
When the wraith dies, All summoned minions are killed.


Skeleton: The skeleton could spawn with any weapons and armour in the game, And is rather weak on it's own.

A ranged skeleton will stick back behind other mobs, And attack with it's weapon.

A melee skeleton will run forwards and attack with whatever weapon it has.

All skeletons in the world by default are summoned by necromancer wraiths.
When near a wraith, They can not die. Rather they are stunned when their HP reaches 0 and they will revive to 50% HP when the wraith uses it's revive ability.


Zombie: Spawns with nothing.

When a zombie attacks you, You have a chance to be poisoned. Draining HP at a rather slow rate until it wears off.

Zombies are really dumb, They cannot navigate the simplest of obstacles.

When near a wraith, They cannot die. Rather they are stunned when their HP reaches 0 and they will revive to 50% HP when the wraith uses it's revive ability.



Original: When you attack it, It becomes invincible until it either tries to attack you, Heals, Or moves.
Likewise, When it tries to attack you, It then waits to attack you until you either swing an item, Or move.

This is meant to sort of simulate a turn based combat system.
Title: Re: System NPC behaviours
Post by: amos on January 02, 2016, 10:52:36 AM
Guard- can be stationary or wander within a certain distance from the Spawner.  Attacks hostile mobs with ranged attacks if it can't reach with melee.  If an attacker is close and the guard's health is high enough, they'll try swinging a shield to lessen incoming damage.  If health is low they can eat up to 3 pieces of food before fleeing towards other guards if possible.  If fighting multiple attackers Guards try to finish off weaker level opponents before taking on the target with the lowest health. 

I really like GK's idea with having follow, trade, and wait commands as conversation options.  Being able to set their follow distance and use either ranged or melee attacks would be great too.
Title: Re: System NPC behaviours
Post by: TM Charles on January 02, 2016, 11:02:38 AM
Fish-These little water creatures will swim around (The air/warter) and have a chance to attack you. They have low health but pack a punch! commonly flees away from Fishermen.

I had to do fish there on the list!
Title: Re: System NPC behaviours
Post by: Lord Leo on January 02, 2016, 11:59:17 AM
I should point out something this would be awesome! it would be like a minecraft mod called colony and with the lumberjack maybe if he brings stuff to you he will offer some to you for some gold (requires workbench and axe)? this would be quite awesome! 

maybe if you give Carpenter wood he will make something out of it? or he could buy some wood from lumberjack and craft it and sell it to you?  (requires workbench)

chef would buy ingredients from you and make stuff and sell it to you (Requires furnace)
Title: Re: System NPC behaviours
Post by: Jakub34 on January 02, 2016, 12:40:20 PM
Sage-Will pop up after collecting so many staffs and will help fight enemies and heal you when badly hurt.

Angel-Can be seen fighting off diablos and if you save one from death they will return with a reward and even say you from death.

Zeus-Will spawn if you kill a lot angels. If you manage to kill zeus he will drop many ores and armor.

Guard-Stays around houses to protect others from monsters

GoldenKnight-Proven to be the highest ranking of knights and is stronger than the ordinary knight and it is seen to carry greenstonegold tools.

Astronaut-Found near the top of the world and has many useful ores like titanium and diamond that can be earned if you get him/her certain items.



Title: Re: System NPC behaviours
Post by: Craig on January 03, 2016, 06:45:45 AM
Guard..
See OP
Title: Re: System NPC behaviours
Post by: amos on January 03, 2016, 12:51:57 PM
Medic- Conversational dialog changes depending on your current hp, e.g.: "Good day!"/"Ouch! That looks painful, let's bandage that before it gets worse"/"Oh my word!  You require immediate medical attention!"

Responses e.g.:  "I'll survive"/"Yes, thank you. [pay x gold, where x = lost hp (just enough to be more expensive than eating food since there's no time/materials involved)]" and executes a healing script (maybe with a cooldown?)

If you wanted him to be more of an in-combat medic, he could follow a friendly target at a safe distance and swing food (or run a health script) on the ally with lowest health until everyone's above a certain threshold.  As a non-combatant if under attack he flees toward the nearest ally while healing himself to stay alive.
Title: Re: System NPC behaviours
Post by: Lord Leo on January 03, 2016, 01:40:51 PM
This message has been marked as spam and deleted. Circlecat113's post count has been reduced by 2.
Title: Re: System NPC behaviours
Post by: Joel on January 03, 2016, 01:54:59 PM
Can we be able to do friendly AI Behaviours with this new Update....if not than I vote for Friendly ai


   [NPC\Templer]---[Update]---[PlayerHastory:TemplerFriend]
                                             [Deffend Player]---[Isnot]---[Attack]




It Go's something like this...but it was hard to explane this so anyone is free to explane what im trying to say here its ok
Title: Re: System NPC behaviours
Post by: Clerical on January 04, 2016, 05:45:03 AM
I will add to this as i finish them, these ideas are only for the natural spawning mobs, altho some of them can be used for those spawned from spawners.

Duck
AyrshireCow
Sheep
Spider
Dryad
Skeleton
Djinn
Goblin
Orc
TrollChief
TrollBoy
TrollGirl
Werewolf
HighlandCow
Alpaca
Fish
Boy
Girl
Girl2
Girl3
Girl4
Original

Carpenter
Caveman
Chef
Cowboy
Diablo
Explorer
Entrepreneur
GoldenKnight
Handyman
Hippie
Indian
InvaderMan
Jamaican
Knight
Lumberjack
Madman
Medic
Ninja
Pirate

Prisoner
Equip:
Shop: None
Compainion: none
Combat: Passive, Will retreat if attacked.
Detail

Pupil
Equip: Stick
Shop: None
Compainion: none
Combat: Passive, Will retreat if attacked.
Details:
Spawns at the start of a dig deep map near the spawn and can be spoken to at any time.
He has half the health as a normal player and will retreat if he gets attacked, He is also slightly faster then a player so he can usualy escape from most the things that attack him, He will also attempt to heal when he reaches 50% heal.

The pupil acts as just another form to access the "How-to" Section, Speaking to him will open up a dialog/menu screen with the same selection as the current how to.

Refugee

Angel/Templar
Equip: Angel: Light staff / Templar: Diamond sword
Shop: None
Compainion: none
Combat: Selective
Details:
Angels and templars will only spawn in the nexus layer and will be usualy found fighting diablos and other demonic creatures

Angels: will usualy be surrounded by 3-4 Templars and will fight along side them, Angels do damage equal to titanium katana but only against agressive mobs that are considered demonic, But does little to no damage againts other creatures.

Templar: Stays by angels side in combat and will risk their lifes to defend them, They wield a steel sword and shield and will agressivly seek out demonic creatures near by, They do not flee and their only source of health is the nearby angels.

Sage
Equip: Nature Staff
Shop: None
Compainion: None
Combat: None, Will disapear into smoke when attacked.
Details:
Every 10 unique wisdom scrolls you collect will spawn the sage who will offer wisdom in similar style to the wisdom scrolls but will also give the player coins.
After collecting the last wisdom scroll needed to unlock him he will spawn giving you some final advice and leaving a chest behind with a single rare inside.

Soldier
Equip: Pistol
Shop: None
Compainion: None
Combat: Selective
Details:
Will act similar to a sentry turret to where you can select what targets it will attack, When a target is found he will try to stay within 15 blocks of the target, if the target leaves this range he will give up and return to his post, While in combat he will not heal or escape.

Terminator
Equip: Shotgun
Shop: None
Compainion: None
Combat: Agressive. Will hunt the player
Details: will only spawn after contact with aliens are made.

TreeHugger
Equip: Flowers
Shop: None
Compainion: None
Combat: Passive, will flee if attacked
Details: Spends time around trees and picking flowers

Alien
Equip: None
Shop: None
Compainion: None
Combat: Agressive. Will attack the player if heard or seen.
Details: Every couple of nights a spaceship could spawn on the map, if a player enters the ship the alien will attempt to attack the player, once it is killed some futuristic npcs will spawn on the map (Robotic/Terminator)

Bomberman
Equip: None
Shop: Explosives for lower then shop price.
Compainion: None
Combat: neutral, Will explode dealing little damage if attacked.
Details: Found after obtaining C4/TNT blueprints, Will teach the player about explosives and will offer them access to a shop for one time use to get cheap explosives

ElfBoy/ElfGirl
Equip: Wooden Bow/Flint arrows
Shop: None
Compainion: None
Combat: Agressive. Will attack the player if heard or seen.
Details: Will patrol woodland areas and will attack mobs that enter the area, Will also attack the player if they attempt to chop down trees infront of them, If you leave the area and come back they will not longer be agressive.

Farmer
Equip: Nature Staff
Shop: Sells seeds and milk along with eggs
Compainion: Has two sheep following him
Combat: Neutral, Only attacks if provoked. Will flee from agressive mobs.
Details:
Will patroll open fields with 2 sheep following him at all time, and he will attempt to milk nearby cows every so often and will have a shop interface where he sells items like seeds/buckets of milk.
If a player attacks the sheep that follows him he will attempt to fight off the player with a nature staff

Hobo
Equip: None
Shop: None
Compainion: None
Default Text: Spare Some Change? (SouthPark Reference)
Combat: Passive, Will flee if attacked.
Details:
Has nothing real special about them, if found randomly in the woods they will move towards the player and ask for change, If the player gives them any money or kills them they will get a item with little worth.

Zombie
Equip: None
Shop: None
Compainion: None
Combat: Agressive. Will attack the player if heard or seen.
Details:
Spawns at every night
When another player/mob gets defeated near the zombie, the zombie will go towards where the enime was defeated and will regain a portion of their life
The rest of his stats/abilities should be like our current zombies.

Dwarf 1-6
Equip: Packaxes (But will not drop)
Drops Change to drop low level ores.
Shop: None
Compainion: None
Combat: Neutral, Will attack if a players attempts to take ore out of the chest
Details:
Can be found patroling in small mineshafts, if players attempt to take from a chest in the mineshaft all the Dwarfs will become agressive towards the player.

King/Princess/guard
Equip: King - Steel Claymore/Princess - None/Guard steel shield and sword.
Shop: None
Compainion: King will spawn with 1 princess and 4 guards
Combat: Neutral will only attack if provoked
Details:
King will spawn with his princess and 4 knights randomly on the surface (Only 1 on map at a time)
If the princess/king is attacked all guard will become agressive towards the player who attacked them, The guards will have the same play style as the example in the OP, only difference being that they can not leave the king/princess by more then 10 blocks.

Astronaut
Equip: None
Shop: None
Compainion: None
Combat: Neutral will only attack if provoked
Details:
Can be found at deepest part of water around the map just floating around, Does nothing of importance.
(Out of ideas on this one)

Sailor



Fisherman
Equip: Fishing rod/Stick
Shop: Sells fish at lower then normal price, Stock is limited to what he catches
Compainion: None
Combat: Neutral will only attack if provoked
Details:
Will spend alot of time walking around large water sources in efforts to catch fish,
if spoken to for the first time they will give the player a fishing rod (If not added a spear/stick)
If he catches fish he will have a shop like interface where he will sell fish at a lower then normal rate, but the stock is limited and will take awhile to update.
When attacked twice by anything he will attempt to fight but does little damage due to lack of weapon and can only heal twice using fruit.

Policeman
Equip: steel sword
Shop: None
Compainion: None
Combat: Neutral, Will only attack if provokes by attacking either him or a near by NPC.
Details: Policeman would be similar to guards/templors and other protective NPCs, However they would be at the lower end of the spective due to police being generaly alot weaker then trained soldiers.

Patrols within 20 blocks of the spawner
will only attack the player if they try to attack passive animals or npcs
While in combat they will attack the player untill 30% health at this point they will attempt to eat low healing food untill that runs out
then they will attempt to flee once they reach 15% health

DemiGod/DemiGoddess/Zeus
Equip: None
Shop: None
Compainion: DemiGod/DemiGoddess will be together usualy within 10 blocks of each other
Combat: Importal Object, Cannot be killed.
Details:
Will spawn close to spawn and cannot be killed by the player, the demigods will not leave 30 blocks from the spawn.
They will both offer the player quest lines where they can get some decent XP
Demigodess will ask you to craft certain items or cook certain item
Demigod will ask you to defeat certain mobs in combat (Like kill 50 Spiders *Reward being Spider Bow*)
Once you have completed both of their quests a diablo will spawn and kill them both
Once they die a lightning sound will play and a bright flash will apear on screen, And zues will apear as the diablo disapears. He will then give you're final reward and could possible be a new unlock for the demigods.

HermesWraith
Equip: Remove Sword/Staff from model and given Spiderstaff or necro staff
Shop: None
Compainion: Several Zombies spawn along with the HermesWraith
Combat: Agressive. Will attack the player if heard or seen.
Details:
Will spawn along side several zombies, The HermesWraith will stay within 10 blocks of the zombie horde and will slightly heal the zombies when the zombies health falls below 25%, When attacked the heremes Wraith will call for his zombie minions to defend him, all zombies within 10 blocks of his will come to his aid, When in combat swinging his staff deals damage similar to a zombie hit and if possible cause fire to spawn below the player, Meaning the player needs to constantly move while fighting the Wraith.



Robotic
Equip: None
Shop: None
Compainion: None
Combat: Immortal object
Details:
Spawns and then Flys around the top of the map
Once spoken to it will offer the player some advice on scripts and give the player a free amulet of flight before despawning for good.

Testerman
Equip: None
Shop: None
Compainion: None
Combat: Importal Object, Cannot be killed.
Details: Spawns rarely and will spawn far from the player in dark areas and will try to stay out of the players line of sight, when spoken to he will say "Where is she?" (batman reference) and he will disapear, Leaving behind a chest like those that are found underground.
Title: Re: System NPC behaviours
Post by: Jack Of Shades on January 04, 2016, 06:59:15 AM
Sage:
Tends to wander about, generally not far from the small huts they frequent (and possibly build.) On occasion (only on Dig Deep) can be found around Wisdom Scrolls on the SURFACE ONLY. Uses staves, only fights if threatened but uses *possible* magic scripts. If in a battle tends to summon at least one minor creature at a time, preferably a goblin. Will speak to players, but usually offers vague advice or random chatter about magic/the weather...etc. Generally has books on their person upon death. If they have a hut, they may possess several books in containers and such.

-Will write more soon, still debating on other habits.
Title: Re: System NPC behaviours
Post by: amos on January 11, 2016, 01:12:48 AM
Entrepreneur could spawn with a little money that players could get by betting on who gets the highest random number, or killing him I suppose would work too.
Title: Re: System NPC behaviours
Post by: ElderDragon66 on January 11, 2016, 02:17:11 AM
Following guard any npc but enemy ones
Title: Re: System NPC behaviours
Post by: Craig on January 12, 2016, 04:06:22 AM
OP updated
Title: Re: System NPC behaviours
Post by: AssassinplayzYT on February 13, 2016, 03:32:10 AM
Is it a mod or not? For moving NPC?
Title: Re: System NPC behaviours
Post by: TM Charles on February 13, 2016, 11:36:44 AM
Is it a mod or not? For moving NPC?
No its for the game for a future update and pc v.ersion, most of the time if a developer post something its not for a mod.
Title: Re: System NPC behaviours
Post by: ChAoSxZOMBI3 on June 30, 2016, 11:51:02 AM
Indian
The Indian could walk around with a wooden bow shooting animals for food and other resources to hold but after his inventory gets filled they go back to there spawn area and stop hunting until inventory is refreshed also he goes no more than 15 blocks away from spawned unless under attack. If there is a group of Indians than they will have a tribe and hunt together. Oncethe Indian is at low health he eats his collected food to survive. It's not the best idea but it was an idea  /mooning

 
Title: Re: System NPC behaviours
Post by: Calvin of Duty on August 01, 2016, 09:10:34 PM
I like this  will it be on Xbox 360????
Title: Re: System NPC behaviours
Post by: Dryym on August 01, 2016, 09:30:38 PM
I like this  will it be on Xbox 360????

No, Unfortunately. Too much work needs to be done.
Title: Re: System NPC behaviours
Post by: Phearcia on August 06, 2016, 04:25:39 PM
SPIDER : Could be a trapdoor version that pops out of walls when a player gets too close.

Spiders- some can walk on water

Ayeshire cow - charges the PC and attacks if they get too close.

Title: Re: System NPC behaviours
Post by: Jeff on August 06, 2016, 05:41:25 PM
I'm I missing something? Will this ever be for the Xbox 360, or is this set for the PC. I know it will before the PC, but will we see this for the Xbox 360 or probably not?
Title: Re: System NPC behaviours
Post by: Fuertey on August 06, 2016, 06:48:16 PM
I'm I missing something? Will this ever be for the Xbox 360, or is this set for the PC. I know it will before the PC, but will we see this for the Xbox 360 or probably not?

Craig's already said it's too late to add them to the 360.
Title: Re: System NPC behaviours
Post by: Phearcia on August 07, 2016, 04:25:04 PM
What about creating a script that allows us to manipulate the npc behavior to suit our needs.

Various actions could include

Mine (speed)
Attack (speed)
Retreat
Build (component:type)
Behviour (range) range at which the behaviour activates
Script (dialog, menu)
Jump
Climb (could be script as well)

Maybe even have a script that allows the npc to activate a script if the players heaalth falls below a certain %.
Title: Re: System NPC behaviours
Post by: AlienizdPixel on August 18, 2016, 05:47:46 PM
TrollChief:
Inventory: 1-4 Troll Hide [70%], 1 Gold Block [.1%], 1-3 Gold Bars [.5%], 1-50 Gold Pieces [1%]
Combat: Hostile, Melee
Will target Gold Blocks more than players, using them as a distraction. They will destroy the block(s), taking around 5 seconds each, and return to chasing their target if is still visible. They will drop any collected blocks on death. They will alert any nearby (~25 blocks) TrollChiefs, TrollBoys, and TrollGirls if they target a player or npc. They will not send an alert if they target a Gold Block.

TrollBoy:
Inventory: 1-3 Troll Hide [60%], 1-2 Gold Bars [.1%], 1-200 Gold Pieces [.5%]
Combat: Hostile, Melee
Will target Gold Blocks more than players, using them as a distraction. They will destroy the block(s), taking around 6 seconds each, and return to chasing their target if is still visible. They will drop any collected blocks on death. They will alert any nearby (~25 blocks) TrollChiefs, TrollBoys, and TrollGirls if they target a player or npc. They will alert only TrollChiefs if they target a Gold Block, in which they will chase them and give them any gold within their inventory (gold bars, pieces, or blocks). They will follow TrollChiefs, staying about 5-15 blocks away from them unless they target either a GoldBlock, player, or non-monster npc.

TrollGirl:
Inventory: 1-2 Troll Hide [50%], 1 Gold Block [.01%], 1-3 Gold Bars [1%], 1-250 Gold Pieces [.5%]
Combat: Hostile, Melee
Will target Gold Blocks more than players, using them as a distraction. They will destroy the block(s), taking around 7.5 seconds each, and return to chasing their target if is still visible. They will drop any collected blocks on death. They will alert any nearby (~25 blocks) TrollChiefs, TrollBoys, and TrollGirls if they target a player or npc. They will not send an alert if they target a Gold Block. They will give TrollChiefs any gold within their inventory if one is near (~7 blocks). They will follow TrollChiefs, staying about 5-20 blocks away from them unless they target either a GoldBlock, player, or non-monster npc.
Title: Re: System NPC behaviours
Post by: AlienizdPixel on August 30, 2016, 06:20:49 PM
Werewolf
Has two "modes", standard hind-legged mode, which will reduce the speed of the to standard (around the average speed for most monsters) and can quickly turn, and is when they either have no targets or is close attacking, and sprint mode, which will increase their speed to retail, but will be slower for them to turn. It is possible for them to attack if close, but is not common. Prefers to be in range of at least one other Werewolf. If they are not, they will wander until they find one. If they fight and are close to death without another Werewolf near, they will begin to flee. They will "howl" when they have a target that is far from them (~25 blocks), which they will stop to do; the howl can be heard from a far distance (~250 blocks), which will alert any Werewolves that hear it to come towards it if they do not have a target and do not have one on their way towards. Does not prefer water. They will become a Boy during the day.
Title: Re: System NPC behaviours
Post by: Dryym on November 18, 2016, 05:40:27 PM
I know the guard is taken in the OP, But this behaviour only really works for the guard.

Guard:
Patrols an area around the spawn block by default.

When a guard encounters another guard in their patrol, He will talk to the other one with a randomly selected phrase (Things like "Should we gather for Whisky and Cigars tonight?" Or "Do you think you'll get your own squad afterwhat happened last night? " Obviously, Use something else, I just took those from Dishonored.)

To which the other guard would reply with a different random phrase.


When a player enters a guard's view frustum, The guard should check both the light level where the player is standing, And how far away the player is.

The guard would have an "Awareness" var attached to him which would increase based on these factors when a player is in their view frustum.

When this awareness variable reaches 100, The guard will become hostile towards the player and call all guards within a 25 block radius to them.


There's the basic behaviour out of the way. Now for the harder bits.

When attacked from behind, Guards should be instantly incapacitated. If attacked with a weapon, They should instantly die. When attacked by the hand, They should be knocked out.

When a guard is knocked out, They should cease all behaviour for 10 minutes, Or until woken up by another guard.

When a guard is woken up, Their awareness var should be set to 50.

When a guard encounters an unconscious guard, The guard should wake the guard and set their awareness var to 50.

When a guard's awareness var is => 50, They should enter a heightened sense of alertness where they more actively search the area for a hostile.

When a guard hears a suspicious sound, They should set their awareness to 50 and move to the source of the sound.


You should also be able to interact with an unconscious guard to move them and avoid detection.



This is totally not me asking you to create the guards from Thief/Dishonored. Trust me.